Game controllers and button prompts |
John Drinkwater
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I’m … hopelessly stuck in the mindset of PlayStation controller mapping
no matter how many months I’ve been trying to understand what is now commonly an ABXY Xbox thing. SDL has been crowd-sourcing controller mappings, and even if not directly used now, I wonder if there’s value in: 1) having controller mappings declare which button faces it adheres to (xbox, dualshock, ouya etc). It would be the addition of ,face:dualshock into a mapping line. 2) exposing that in the API through something like SDL_GameControllerGetFascia() that just returns it as a string and they can happily cache that until some hotplugging occurs. For a missing face: entry, it will assume xbox because Microsoft. and probably for a future project 3) shipping reusable button images for these faces. Yes, I know many other controllers exist and had ABXY before Xbox. But there’s the layout, colour coding and behaviours that it brings. Unsure if this should mean each platform gets a name (say, gamecube) but that’s up for discussion. Posting now because it was mentioned on twitter as a future feature for FNA [1] and there may be some use in collecting the data(1) here even if (2) or (3) don’t get met. Is this a terrible idea? Regards, 1, https://twitter.com/flibitijibibo/status/448183220543455232
-- John ‘[Beta]’ Drinkwater | _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Game controllers and button prompts |
Gerry JJ
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Den 24. mars 2014 22:32, skrev John Drinkwater:
I don't think so! In fact, I suggested pretty much the same thing on this mailinglist last year =). Noone seemed to notice though, so hopefully it'll get more attention this time (I'd say "labels" instead of "face"/"fascia", because it'd label shoulders etc too, but that's just a detail. Also, returning an enum value might be nicer than a string, since the string values must be standard to be of any use anyway*) As for point 3, I think standard button images is maybe a bit outside the scope of SDL. Most games would use custom images to fit their respective size and style requirements anyway. -g * Strings *would* let you use a db w/support for more controller kinds than what's provided by an older SDL, but more kinds in the db wouldn't be of any use if the game itself didn't support it.. so why not just link to the newer SDL in that case? _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Game controllers and button prompts |
Alex Szpakowski
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You could use these images: http://www.reddit.com/r/gamedev/comments/1z0zid/free_keyboard_and_controllers_prompts_pack/
[incidentally, the game those were created for uses a framework which uses SDL.] I definitely do not think SDL should be a place to get art assets for controllers from, though. On Mar 24, 2014, at 6:32 PM, John Drinkwater wrote:
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Game controllers and button prompts |
Luke Groeninger
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Out of curiosity, what is the benefit of rolling this into SDL?
From the perspective of someone implementing support for this already, it doesn’t seem like it would make it any easier vs. just explicitly comparing device strings. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Game controllers and button prompts |
John Drinkwater
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On 24/03/14 23:51, Alex Szpakowski wrote:
Oh, thanks for the link!
Mhm, ok. -- John ‘[Beta]’ Drinkwater | _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Game controllers and button prompts |
John Drinkwater
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On 25/03/14 00:48, Luke Groeninger wrote:
Having it in the mappings would let this other project more-correctly map to all known devices with those labels rather than as suggested below… Some games using SDL2 ship with dualshock assets already and use config edits ( http://pcgamingwiki.com/wiki/Br%C3%BCtal_Legend#Switch_controller_icons_to_PS3 ) or inâ€game prompts (like The Swapper) and the purpose would be to streamline that… Both of those methods break around controller hotplugging anyway as a newly attached controller might not be using the same labels.
That wouldn’t scale around the 3rd party devices which aren’t in the database and that don’t share a common device string. If someone has an unknown device, and they set their own env var to push support into games they play, it would not get their preferred/device button labels. Having some metadata would better support this behaviour. Regards, -- John ‘[Beta]’ Drinkwater | _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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